
#version 450
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types : require
#extension GL_EXT_scalar_block_layout : enable

#include "device_host.h"
#include "layouts.glsl"
#include "fluid_sim_2D.glsl"

void main()
{
  uint particleID = gl_GlobalInvocationID.x;
  if(particleID >= setting.numParticles)
    return;

  vec2 viscosityForce = calculateViscosity(particleID);
  particles[particleID].velocity += viscosityForce * setting.viscosityStrength * setting.deltaTime;
}
